Skum click to see monster

Size/Type: Medium Aberration (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+5
Attack: Bite +5 melee (2d6+4)
Full Attack: Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake 1d6+2
Special Qualities: Darkvision 60 ft., amphibious
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12
Feats: Alertness
Environment: Underground
Organization: Brood (2-5) or pack (6-15)
Challenge Rating: 2
Treasure: None
Alignment: Usually lawful evil
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: +3

A skum is about the same height and weight as a human. Skum speak Aquan.

Combat

Rake (Ex)

Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.

Amphibious (Ex)

Although skum are aquatic, they can survive indefinitely on land.

Skills

*Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.

A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.